//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 /* * A large number of misc global procs. */ /proc/SAFE_CRASH(var/msg) CRASH(msg) /proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams. if(!start || !end) return 0 var/dy var/dx dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y) dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x) if(!dy) return (dx>=0)?90:270 .=arctan(dx/dy) if(dy<0) .+=180 else if(dx<0) .+=360 //Returns location. Returns null if no location was found. /proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0) /* Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no). Random error in tile placement x, error in tile placement y, and block offset. Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc. Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive. Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something. */ var/dirx = 0//Generic location finding variable. var/diry = 0 var/xoffset = 0//Generic counter for offset location. var/yoffset = 0 var/b1xerror = 0//Generic placing for point A in box. The lower left. var/b1yerror = 0 var/b2xerror = 0//Generic placing for point B in box. The upper right. var/b2yerror = 0 errorx = abs(errorx)//Error should never be negative. errory = abs(errory) //var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes. switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot. //Directs on what values need modifying. if(1)//North diry+=distance yoffset+=eoffsety xoffset+=eoffsetx b1xerror-=errorx b1yerror-=errory b2xerror+=errorx b2yerror+=errory if(2)//South diry-=distance yoffset-=eoffsety xoffset+=eoffsetx b1xerror-=errorx b1yerror-=errory b2xerror+=errorx b2yerror+=errory if(4)//East dirx+=distance yoffset+=eoffsetx//Flipped. xoffset+=eoffsety b1xerror-=errory//Flipped. b1yerror-=errorx b2xerror+=errory b2yerror+=errorx if(8)//West dirx-=distance yoffset-=eoffsetx//Flipped. xoffset+=eoffsety b1xerror-=errory//Flipped. b1yerror-=errorx b2xerror+=errory b2yerror+=errorx var/turf/destination=locate(location.x+dirx,location.y+diry,location.z) if(destination)//If there is a destination. if(errorx||errory)//If errorx or y were specified. var/destination_list[] = list()//To add turfs to list. //destination_list = new() /*This will draw a block around the target turf, given what the error is. Specifying the values above will basically draw a different sort of block. If the values are the same, it will be a square. If they are different, it will be a rectengle. In either case, it will center based on offset. Offset is position from center. Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport, the offset should remain positioned in relation to destination.*/ var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center. //Now to find a box from center location and make that our destination. for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) )) if(density&&T.density) continue//If density was specified. if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map. if(T.y>world.maxy || T.y<1) continue destination_list += T if(destination_list.len) destination = pick(destination_list) else return else//Same deal here. if(density&&destination.density) return if(destination.x>world.maxx || destination.x<1) return if(destination.y>world.maxy || destination.y<1) return else return return destination /proc/sign(x) return x!=0?x/abs(x):0 /proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm var/px=M.x //starting x var/py=M.y var/line[] = list(locate(px,py,M.z)) var/dx=N.x-px //x distance var/dy=N.y-py var/dxabs=abs(dx)//Absolute value of x distance var/dyabs=abs(dy) var/sdx=sign(dx) //Sign of x distance (+ or -) var/sdy=sign(dy) var/x=dxabs>>1 //Counters for steps taken, setting to distance/2 var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast. var/j //Generic integer for counting if(dxabs>=dyabs) //x distance is greater than y for(j=0;j=dxabs) //Every dyabs steps, step once in y direction y-=dxabs py+=sdy px+=sdx //Step on in x direction line+=locate(px,py,M.z)//Add the turf to the list else for(j=0;j=dyabs) x-=dyabs px+=sdx py+=sdy line+=locate(px,py,M.z) return line //Returns whether or not a player is a guest using their ckey as an input /proc/IsGuestKey(key) if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx return 0 var/i, ch, len = length(key) for (i = 7, i <= len, ++i) ch = text2ascii(key, i) if (ch < 48 || ch > 57) return 0 return 1 //Ensure the frequency is within bounds of what it should be sending/recieving at /proc/sanitize_frequency(var/f) f = Clamp(round(f), 1201, 1599) // 120.1, 159.9 if ((f % 2) == 0) //Ensure the last digit is an odd number f += 1 return f //Turns 1479 into 147.9 /proc/format_frequency(var/f) f = text2num(f) return "[round(f / 10)].[f % 10]" /** * This will update a mob's name, real_name, mind.name, data_core records, pda and id. * Calling this proc without an oldname will only update the mob and skip updating the pda, id and records. ~Carn */ /mob/proc/fully_replace_character_name(oldname, newname) if (!newname) return 0 real_name = newname name = newname if (mind) mind.name = newname if (dna) dna.real_name = real_name if (oldname) /* * Update the datacore records! * This is going to be a bit costly. */ for (var/list/L in list(data_core.general, data_core.medical, data_core.security,data_core.locked)) if (L) var/datum/data/record/R = find_record("name", oldname, L) if (R) R.fields["name"] = newname // update our pda and id if we have them on our person var/search_id = TRUE var/search_pda = TRUE for (var/object in get_contents_in_object(src)) if (search_id && istype(object, /obj/item/weapon/card/id)) var/obj/item/weapon/card/id/ID = object if (ID.registered_name == oldname) ID.registered_name = newname ID.name = "[newname]'s ID Card ([ID.assignment])" if (!search_pda) break search_id = FALSE else if (search_pda && istype(object, /obj/item/device/pda)) var/obj/item/device/pda/PDA = object if (PDA.owner == oldname) PDA.owner = newname PDA.name = "PDA-[newname] ([PDA.ownjob])" if (!search_id) break search_pda = FALSE for (var/datum/mind/themind in ticker.minds) if (themind) var/found = 0 for (var/datum/objective/objective in themind.objectives) if (objective && objective.target == mind) found = 1 objective.explanation_text = replacetext(objective.explanation_text, oldname, newname) themind.memory = replacetext(themind.memory, oldname, newname) if(themind.current && found) var/obj_count = 1 to_chat(themind.current, "Objectives Updated") to_chat(themind.current, "Your current objectives:") for(var/datum/objective/objective in themind.objectives) to_chat(themind.current, "Objective #[obj_count]: [objective.explanation_text]") obj_count++ return 1 //Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame() //Last modified by Carn /mob/proc/rename_self(var/role, var/allow_numbers=0) spawn(0) var/oldname = real_name var/time_passed = world.time var/newname for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name. newname = input(src,"You are a [role]. Would you like to change your name to something else?", "Name change",oldname) as text if((world.time-time_passed)>300) return //took too long newname = reject_bad_name(newname,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters. for(var/mob/living/M in player_list) if(M == src) continue if(!newname || M.real_name == newname) newname = null break if(newname) break //That's a suitable name! to_chat(src, "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken.") if(!newname) //we'll stick with the oldname then return if(cmptext("ai",role)) if(isAI(src)) var/mob/living/silicon/ai/A = src oldname = null//don't bother with the records update crap // to_chat(world, "[newname] is the AI!") // world << sound('sound/AI/newAI.ogg') // Set eyeobj name if(A.eyeobj) A.eyeobj.name = "[newname] (AI Eye)" // Set ai pda name if(A.aiPDA) A.aiPDA.owner = newname A.aiPDA.name = newname + " (" + A.aiPDA.ownjob + ")" fully_replace_character_name(oldname,newname) //Picks a string of symbols to display as the law number for hacked or ion laws /proc/ionnum() return "[pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]" //When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave. /proc/freeborg() var/select = null var/list/borgs = list() for(var/mob/living/silicon/robot/A in player_list) if(DEAD == A.stat || A.connected_ai || A.scrambledcodes) continue var/name = "[A.real_name] ([A.modtype] [A.braintype])" borgs[name] = A if(borgs.len) select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs return borgs[select] //When a borg is activated, it can choose which AI it wants to be slaved to /proc/active_ais() . = list() for(var/mob/living/silicon/ai/A in living_mob_list) if(A.stat == DEAD) continue if(A.control_disabled == 1) continue . += A return . //Find an active ai with the least borgs. VERBOSE PROCNAME HUH! /proc/select_active_ai_with_fewest_borgs() var/mob/living/silicon/ai/selected var/list/active = active_ais() for(var/mob/living/silicon/ai/A in active) if(!selected || (selected.connected_robots > A.connected_robots)) selected = A return selected /proc/select_active_ai(var/mob/user) var/list/ais = active_ais() if(ais.len) if(user) . = input(usr,"AI signals detected:", "AI selection") in ais else . = pick(ais) return . /proc/get_sorted_mobs() var/list/old_list = getmobs() var/list/AI_list = list() var/list/Dead_list = list() var/list/keyclient_list = list() var/list/key_list = list() var/list/logged_list = list() for(var/named in old_list) var/mob/M = old_list[named] if(issilicon(M)) AI_list |= M else if(isobserver(M) || M.stat == 2) Dead_list |= M else if(M.key && M.client) keyclient_list |= M else if(M.key) key_list |= M else logged_list |= M old_list.Remove(named) var/list/new_list = list() new_list += AI_list new_list += keyclient_list new_list += key_list new_list += logged_list new_list += Dead_list return new_list //Returns a list of all mobs with their name /proc/getmobs() var/list/mobs = sortmobs() var/list/names = list() var/list/creatures = list() var/list/namecounts = list() for(var/mob/M in mobs) var/name = M.name if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 if (M.real_name && M.real_name != M.name) name += " \[[M.real_name]\]" if (M.stat == 2) if(istype(M, /mob/dead/observer/)) name += " \[ghost\]" else name += " \[dead\]" creatures[name] = M return creatures //Orders mobs by type then by name /proc/sortmobs() var/list/moblist = list() var/list/sortmob = sortNames(mob_list) for(var/mob/living/silicon/ai/M in sortmob) moblist.Add(M) for(var/mob/camera/M in sortmob) moblist.Add(M) for(var/mob/living/silicon/pai/M in sortmob) moblist.Add(M) for(var/mob/living/silicon/robot/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/human/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/brain/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/alien/M in sortmob) moblist.Add(M) for(var/mob/dead/observer/M in sortmob) moblist.Add(M) for(var/mob/new_player/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/monkey/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/slime/M in sortmob) moblist.Add(M) for(var/mob/living/simple_animal/M in sortmob) moblist.Add(M) // for(var/mob/living/silicon/hivebot/M in world) // mob_list.Add(M) // for(var/mob/living/silicon/hive_mainframe/M in world) // mob_list.Add(M) return moblist // Finds ALL mobs on turfs in line of sight. Similar to "in dview", but catches mobs that are not on a turf (e.g. inside a locker or such). /proc/get_all_mobs_in_dview(var/turf/T, var/range = world.view, var/list/ignore_types = list()) . = list() var/list/can_see = dview(range, T) for(var/mob/M in can_see) if(is_type_in_list(M, ignore_types)) continue . += M for(var/mob/M in mob_list) //Got the ones in vision, now let's go for the ones not on a turf. if(M.z == 0) //Mobs not on a turf will have XYZ = 0,0,0. They also won't show up in dview() so we're not checking anything twice. if(is_type_in_list(M, ignore_types)) continue if(get_turf(M) in can_see) //Checking the mob's turf now, since those are it's "true" coordinates (plus dview() did pick up on turfs, so we can check using that). . += M // Finds ALL mobs in range, including those within something's contents (e.g. inside a locker or such) /proc/get_all_mobs_in_range(var/turf/T, var/range = world.view, var/list/ignore_types = list()) . = list() for(var/mob/M in mob_list) if(is_type_in_list(M, ignore_types)) continue var/turf/mob_turf = get_turf(M) if(!mob_turf || mob_turf.z != T.z) //because get_dist doesn't account for z levels continue if(get_dist(T, mob_turf) <= range) //here we are checking the distance on the mob's turf and not the mob itself, since mobs in a locker or such will have XYZ = 0,0,0 . += M //E = MC^2 /proc/convert2energy(var/M) var/E = M*(SPEED_OF_LIGHT_SQ) return E //M = E/C^2 /proc/convert2mass(var/E) var/M = E/(SPEED_OF_LIGHT_SQ) return M /proc/key_name(var/whom, var/include_link = null, var/include_name = 1) var/mob/M var/client/C var/key if(!whom) return "*null*" if(istype(whom, /client)) C = whom M = C.mob key = C.key else if(ismob(whom)) M = whom C = M.client key = M.key else if(istype(whom, /datum)) var/datum/D = whom return "*invalid:[D.type]*" else return "*invalid*" . = "" if(key) if(include_link && C) . += "" if(C && C.holder && C.holder.fakekey && !include_name) . += "Administrator" else . += key if(include_link) if(C) . += "" else . += " (DC)" else . += "*no key*" if(include_name && M) if(M.real_name) . += "/([M.real_name])" else if(M.name) . += "/([M.name])" return . /proc/key_name_admin(var/whom, var/include_name = 1) return key_name(whom, 1, include_name) // Registers the on-close verb for a browse window (client/verb/.windowclose) // this will be called when the close-button of a window is pressed. // // This is usually only needed for devices that regularly update the browse window, // e.g. canisters, timers, etc. // // windowid should be the specified window name // e.g. code is : user << browse(text, "window=fred") // then use : onclose(user, "fred") // // Optionally, specify the "ref" parameter as the controlled atom (usually src) // to pass a "close=1" parameter to the atom's Topic() proc for special handling. // Otherwise, the user mob's machine var will be reset directly. // /proc/onclose(mob/user, windowid, var/atom/ref=null) if(!user.client) return var/param = "null" if(ref) param = "\ref[ref]" winset(user, windowid, "on-close=\".windowclose [param]\"") // to_chat(world, "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]") // the on-close client verb // called when a browser popup window is closed after registering with proc/onclose() // if a valid atom reference is supplied, call the atom's Topic() with "close=1" // otherwise, just reset the client mob's machine var. // /client/verb/windowclose(var/atomref as text) set hidden = 1 // hide this verb from the user's panel set name = ".windowclose" // no autocomplete on cmd line // to_chat(world, "windowclose: [atomref]") if(atomref!="null") // if passed a real atomref var/hsrc = locate(atomref) // find the reffed atom var/href = "close=1" if(hsrc) // to_chat(world, "[src] Topic [href] [hsrc]") usr = src.mob src.Topic(href, params2list(href), hsrc) // this will direct to the atom's return // Topic() proc via client.Topic() // no atomref specified (or not found) // so just reset the user mob's machine var if(src && src.mob) // to_chat(world, "[src] was [src.mob.machine], setting to null") src.mob.unset_machine() return // returns the turf located at the map edge in the specified direction relative to A // used for mass driver /proc/get_edge_target_turf(var/atom/A, var/direction) var/turf/target = locate(A.x, A.y, A.z) if(!A || !target) return 0 //since NORTHEAST == NORTH & EAST, etc, doing it this way allows for diagonal mass drivers in the future //and isn't really any more complicated // Note diagonal directions won't usually be accurate if(direction & NORTH) target = locate(target.x, world.maxy, target.z) if(direction & SOUTH) target = locate(target.x, 1, target.z) if(direction & EAST) target = locate(world.maxx, target.y, target.z) if(direction & WEST) target = locate(1, target.y, target.z) return target // returns turf relative to A in given direction at set range // result is bounded to map size // note range is non-pythagorean // used for disposal system /proc/get_ranged_target_turf(var/atom/A, var/direction, var/range) var/x = A.x var/y = A.y if(direction & NORTH) y = min(world.maxy, y + range) if(direction & SOUTH) y = max(1, y - range) if(direction & EAST) x = min(world.maxx, x + range) if(direction & WEST) x = max(1, x - range) return locate(x,y,A.z) // returns turf relative to A offset in dx and dy tiles // bound to map limits /proc/get_offset_target_turf(atom/A, dx, dy) var/x = Clamp(A.x + dx, 1, world.maxx) var/y = Clamp(A.y + dy, 1, world.maxy) return locate(x, y, A.z) //returns random gauss number proc/GaussRand(var/sigma) var/x,y,rsq do x=2*rand()-1 y=2*rand()-1 rsq=x*x+y*y while(rsq>1 || !rsq) return sigma*y*sqrt(-2*log(rsq)/rsq) //returns random gauss number, rounded to 'roundto' proc/GaussRandRound(var/sigma,var/roundto) return round(GaussRand(sigma),roundto) //Step-towards method of determining whether one atom can see another. Similar to viewers() /proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate. var/turf/current = get_turf(source) var/turf/target_turf = get_turf(target) var/steps = 0 while(current != target_turf) if(steps > length) return 0 if(current.opacity) return 0 for(var/atom/A in current) if(A.opacity) return 0 current = get_step_towards(current, target_turf) steps++ return 1 /proc/is_blocked_turf(var/turf/T) var/cant_pass = 0 if(T.density) cant_pass = 1 for(var/atom/A in T) if(A.density)//&&A.anchored cant_pass = 1 return cant_pass /proc/get_step_towards2(var/atom/ref , var/atom/trg) var/base_dir = get_dir(ref, get_step_towards(ref,trg)) var/turf/temp = get_step_towards(ref,trg) if(is_blocked_turf(temp)) var/dir_alt1 = turn(base_dir, 90) var/dir_alt2 = turn(base_dir, -90) var/turf/turf_last1 = temp var/turf/turf_last2 = temp var/free_tile = null var/breakpoint = 0 while(!free_tile && breakpoint < 10) if(!is_blocked_turf(turf_last1)) free_tile = turf_last1 break if(!is_blocked_turf(turf_last2)) free_tile = turf_last2 break turf_last1 = get_step(turf_last1,dir_alt1) turf_last2 = get_step(turf_last2,dir_alt2) breakpoint++ if(!free_tile) return get_step(ref, base_dir) else return get_step_towards(ref,free_tile) else return get_step(ref, base_dir) /proc/do_mob(var/mob/user , var/mob/target, var/delay = 30, var/numticks = 10) //This is quite an ugly solution but i refuse to use the old request system. if(!user || !target) return 0 var/user_loc = user.loc var/target_loc = target.loc var/holding = user.get_active_hand() var/delayfraction = round(delay/numticks) var/image/progbar if(user && user.client && user.client.prefs.progress_bars) if(!progbar) progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0") progbar.pixel_y = 32 //if(!barbar) //barbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "none") //barbar.pixel_y = 36 //var/oldstate for (var/i = 1 to numticks) if(user && user.client && user.client.prefs.progress_bars && progbar) //oldstate = progbar.icon_state progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]" user.client.images |= progbar sleep(delayfraction) if(!user || !target) if(progbar) progbar.icon_state = "prog_bar_stopped" spawn(2) if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 0 if ( user.loc != user_loc || target.loc != target_loc || user.get_active_hand() != holding || user.isStunned()) if(progbar) progbar.icon_state = "prog_bar_stopped" spawn(2) if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 0 if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 1 /proc/do_after(var/mob/user as mob, var/atom/target, var/delay as num, var/numticks = 10, var/needhand = TRUE) if(!user || isnull(user)) return 0 if(numticks == 0) return 0 var/delayfraction = round(delay/numticks) var/Location = user.loc var/holding = user.get_active_hand() var/target_location = target.loc var/image/progbar //var/image/barbar if(user && user.client && user.client.prefs.progress_bars && target) if(!progbar) progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0") progbar.pixel_y = 32 progbar.appearance_flags = RESET_COLOR //if(!barbar) //barbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "none") //barbar.pixel_y = 36 //var/oldstate for (var/i = 1 to numticks) if(user && user.client && user.client.prefs.progress_bars && target) if(!progbar) progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0") progbar.appearance_flags = RESET_COLOR //oldstate = progbar.icon_state progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]" user.client.images |= progbar sleep(delayfraction) //if(user.client && progbar.icon_state != oldstate) //user.client.images.Remove(progbar) if(!user || user.isStunned() || !(user.loc == Location) || !(target.loc == target_location)) if(progbar) progbar.icon_state = "prog_bar_stopped" spawn(2) if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 0 if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand if(progbar) progbar.icon_state = "prog_bar_stopped" spawn(2) if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 0 if(user && user.client) user.client.images -= progbar if(progbar) progbar.loc = null return 1 //Takes: Anything that could possibly have variables and a varname to check. //Returns: 1 if found, 0 if not. /proc/hasvar(var/datum/A, var/varname) if(A.vars.Find(lowertext(varname))) return 1 else return 0 //Returns sortedAreas list if populated //else populates the list first before returning it /proc/SortAreas() for(var/area/A in areas) sortedAreas.Add(A) sortTim(sortedAreas, /proc/cmp_name_asc) /area/proc/addSorted() sortedAreas.Add(src) sortTim(sortedAreas, /proc/cmp_name_asc) //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all areas of that type in the world. /proc/get_areas(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/theareas = new/list() for(var/area/N in areas) if(istype(N, areatype)) theareas += N return theareas //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all turfs in areas of that type of that type in the world. /proc/get_area_turfs(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/turfs = new/list() /*for(var/area/N in areas) if(istype(N, areatype)) for(var/turf/T in N) turfs += T*/ var/area/N = locate(areatype) in areas if(N) turfs += N.area_turfs return turfs //Takes: Area type as text string or as typepath OR an instance of the area. //Returns: A list of all atoms (objs, turfs, mobs) in areas of that type of that type in the world. /proc/get_area_all_atoms(var/areatype) if(!areatype) return null if(istext(areatype)) areatype = text2path(areatype) if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type var/list/atoms = new/list() for(var/area/N in areas) if(istype(N, areatype)) for(var/atom/A in N) atoms += A return atoms /datum/coords //Simple datum for storing coordinates. var/x_pos = null var/y_pos = null var/z_pos = null /datum/coords/New(var/x as num, var/y as num, var/z as num) .=..() x_pos = x y_pos = y z_pos = z /datum/coords/proc/equal_to(var/datum/coords/C) if(src.x_pos==C.x_pos && src.y_pos==C.y_pos && src.z_pos==C.z_pos) return 1 return 0 /datum/coords/proc/subtract(var/datum/coords/C) var/datum/coords/CR = new(x_pos-C.x_pos,y_pos-C.y_pos,z_pos-C.z_pos) return CR /datum/coords/proc/add(var/datum/coords/C) var/datum/coords/CR = new(x_pos+C.x_pos,y_pos+C.y_pos,z_pos+C.z_pos) return CR proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0) if(!original) return null var/obj/O = null if(sameloc) O=new original.type(original.loc) else O=new original.type(locate(0,0,0)) if(perfectcopy) if((O) && (original)) for(var/V in original.vars) if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","group"))) O.vars[V] = original.vars[V] return O /area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 ) //Takes: Area. Optional: If it should copy to areas that don't have plating //Returns: Nothing. //Notes: Attempts to move the contents of one area to another area. // Movement based on lower left corner. Tiles that do not fit // into the new area will not be moved. if(!A || !src) return 0 var/list/turfs_src = get_area_turfs(src.type) var/list/turfs_trg = get_area_turfs(A.type) var/src_min_x = 0 var/src_min_y = 0 for (var/turf/T in turfs_src) if(T.x < src_min_x || !src_min_x) src_min_x = T.x if(T.y < src_min_y || !src_min_y) src_min_y = T.y var/trg_min_x = 0 var/trg_min_y = 0 for (var/turf/T in turfs_trg) if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y var/list/refined_src = new/list() for(var/turf/T in turfs_src) refined_src += T refined_src[T] = new/datum/coords var/datum/coords/C = refined_src[T] C.x_pos = (T.x - src_min_x) C.y_pos = (T.y - src_min_y) var/list/refined_trg = new/list() for(var/turf/T in turfs_trg) refined_trg += T refined_trg[T] = new/datum/coords var/datum/coords/C = refined_trg[T] C.x_pos = (T.x - trg_min_x) C.y_pos = (T.y - trg_min_y) var/list/toupdate = new/list() var/copiedobjs = list() moving: for (var/turf/T in refined_src) var/datum/coords/C_src = refined_src[T] for (var/turf/B in refined_trg) var/datum/coords/C_trg = refined_trg[B] if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos) var/old_dir1 = T.dir var/old_icon_state1 = T.icon_state var/old_icon1 = T.icon if(platingRequired) if(istype(B, /turf/space)) continue moving var/turf/X = B.ChangeTurf(T.type) X.dir = old_dir1 X.icon_state = old_icon_state1 X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi var/list/objs = new/list() var/list/newobjs = new/list() var/list/mobs = new/list() var/list/newmobs = new/list() for(var/obj/O in T) if(!istype(O,/obj)) continue objs += O for(var/obj/O in objs) newobjs += DuplicateObject(O , 1) for(var/obj/O in newobjs) O.loc = X for(var/mob/M in T) if(!M.can_shuttle_move()) continue mobs += M for(var/mob/M in mobs) newmobs += DuplicateObject(M , 1) for(var/mob/M in newmobs) M.loc = X copiedobjs += newobjs copiedobjs += newmobs for(var/V in T.vars) if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity"))) X.vars[V] = T.vars[V] // var/area/AR = X.loc // if(AR.lighting_use_dynamic) // X.opacity = !X.opacity // X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn toupdate += X refined_src -= T refined_trg -= B continue moving var/list/doors = new/list() if(toupdate.len) for(var/turf/simulated/T1 in toupdate) for(var/obj/machinery/door/D2 in T1) doors += D2 /*if(T1.parent) air_master.groups_to_rebuild += T1.parent else air_master.mark_for_update(T1)*/ for(var/obj/O in doors) O:update_nearby_tiles() return copiedobjs proc/get_cardinal_dir(atom/A, atom/B) var/dx = abs(B.x - A.x) var/dy = abs(B.y - A.y) return get_dir(A, B) & (rand() * (dx+dy) < dy ? 3 : 12) //chances are 1:value. anyprob(1) will always return true proc/anyprob(value) return (rand(1,value)==value) proc/view_or_range(distance = world.view , center = usr , type) switch(type) if("view") . = view(distance,center) if("range") . = range(distance,center) return proc/oview_or_orange(distance = world.view , center = usr , type) switch(type) if("view") . = oview(distance,center) if("range") . = orange(distance,center) return proc/get_mob_with_client_list() var/list/mobs = list() for(var/mob/M in mob_list) if (M.client) mobs += M return mobs /proc/parse_zone(zone) switch(zone) if ("r_hand") return "right hand" if ("l_hand") return "left hand" if ("l_arm") return "left arm" if ("r_arm") return "right arm" if ("l_leg") return "left leg" if ("r_leg") return "right leg" if ("l_foot") return "left foot" if ("r_foot") return "right foot" else return zone /* get_turf(): Returns the turf that contains the atom. Example: A fork inside a box inside a locker will return the turf the locker is standing on. The weird for loop with an empty statement is apparently the fastest way possible to do this. */ /proc/get_turf(const/atom/O) if(!istype(O) || isarea(O)) return var/atom/A for(A=O, A && !isturf(A), A=A.loc); // semicolon is for the empty statement return A /* get_holder_at_turf_level(): Similar to get_turf(), will return the "highest up" holder of this atom, excluding the turf. Example: A fork inside a box inside a locker will return the locker. Essentially, get_just_before_turf(). */ /proc/get_holder_at_turf_level(const/atom/movable/O) if(!istype(O)) //atom/movable does not include areas return var/atom/A for(A=O, A && !isturf(A.loc), A=A.loc); // semicolon is for the empty statement return A /* get_holder_of_type(): Returns the FIRST holder of type specified. NOT the "highest up". Example: Call find_holder_of_type(A, /mob) to find the first mob holder of A. */ /proc/get_holder_of_type(const/atom/movable/O, type) ASSERT(istype(O)) var/atom/A = O while(A && !isturf(A)) if(istype(A, type)) return A A = A.loc return null /* is_holder_of(): Returns 1 if A is a holder of B, meaning, A is B.loc or B.loc.loc or B.loc.loc.loc etc. This is essentially the same as calling (locate(B) in A), but a little clearer as to what you're doing, and locate() has been known to bug out or be extremely slow in the past. */ /proc/is_holder_of(const/atom/movable/A, const/atom/movable/B) ASSERT(istype(A) && istype(B)) var/atom/O = B while(O && !isturf(O)) if(O == A) return 1 O = O.loc return 0 /proc/is_in_airtight_object(var/atom/O) //Shitty version of get_holder while(O && !isturf(O)) if(O.is_airtight()) return 1 O = O.loc return null //Quick type checks for some tools var/global/list/common_tools = list( /obj/item/stack/cable_coil, /obj/item/weapon/wrench, /obj/item/weapon/weldingtool, /obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters, /obj/item/device/multitool, /obj/item/weapon/crowbar) /proc/is_surgery_tool(obj/item/W as obj) return ( \ istype(W, /obj/item/weapon/scalpel) || \ istype(W, /obj/item/weapon/hemostat) || \ istype(W, /obj/item/weapon/retractor) || \ istype(W, /obj/item/weapon/cautery) || \ istype(W, /obj/item/weapon/bonegel) || \ istype(W, /obj/item/weapon/bonesetter) ) //check if mob is lying down on something we can operate him on. /proc/can_operate(mob/living/carbon/M) return (ishuman(M) && M.lying && \ locate(/obj/machinery/optable, M.loc) || \ (locate(/obj/structure/bed/roller, M.loc) && prob(75)) || \ (locate(/obj/structure/table/, M.loc) && prob(66))) /proc/reverse_direction(var/dir) switch(dir) if(NORTH) return SOUTH if(NORTHEAST) return SOUTHWEST if(EAST) return WEST if(SOUTHEAST) return NORTHWEST if(SOUTH) return NORTH if(SOUTHWEST) return NORTHEAST if(WEST) return EAST if(NORTHWEST) return SOUTHEAST /* Checks if that loc and dir has a item on the wall */ var/list/WALLITEMS = list( "/obj/machinery/power/apc", "/obj/machinery/alarm", "/obj/item/device/radio/intercom", "/obj/structure/extinguisher_cabinet", "/obj/structure/reagent_dispensers/peppertank", "/obj/machinery/status_display", "/obj/machinery/requests_console", "/obj/machinery/light_switch", "/obj/effect/sign", "/obj/machinery/newscaster", "/obj/machinery/firealarm", "/obj/structure/noticeboard", "/obj/machinery/door_control", "/obj/machinery/computer/security/telescreen", "/obj/machinery/embedded_controller/radio/simple_vent_controller", "/obj/item/weapon/storage/secure/safe", "/obj/machinery/door_timer", "/obj/machinery/flasher", "/obj/machinery/keycard_auth", "/obj/structure/mirror", "/obj/structure/closet/fireaxecabinet", "obj/structure/sign", "obj/structure/painting" ) /proc/gotwallitem(loc, dir) for(var/obj/O in loc) for(var/item in WALLITEMS) if(istype(O, text2path(item))) //Direction works sometimes if(O.dir == dir) return 1 //Some stuff doesn't use dir properly, so we need to check pixel instead switch(dir) if(SOUTH) if(O.pixel_y > 10) return 1 if(NORTH) if(O.pixel_y < -10) return 1 if(WEST) if(O.pixel_x > 10) return 1 if(EAST) if(O.pixel_x < -10) return 1 //Some stuff is placed directly on the wallturf (signs) for(var/obj/O in get_step(loc, dir)) for(var/item in WALLITEMS) if(istype(O, text2path(item))) if(abs(O.pixel_x) <= 10 && abs(O.pixel_y) <=10) return 1 return 0 proc/get_angle(atom/a, atom/b) return Atan2(b.y - a.y, b.x - a.x) proc/rotate_icon(file, state, step = 1, aa = FALSE) var icon/base = icon(file, state) var w, h, w2, h2 if(aa) aa ++ w = base.Width() w2 = w * aa h = base.Height() h2 = h * aa var icon{result = icon(base); temp} for(var/angle in 0 to 360 step step) if(angle == 0 ) continue if(angle == 360) continue temp = icon(base) if(aa) temp.Scale(w2, h2) temp.Turn(angle) if(aa) temp.Scale(w, h) result.Insert(temp, "[angle]") return result /proc/has_edge(obj/O as obj) if (!O) return 0 if(O.edge) return 1 return 0 /proc/get_distant_turf(var/turf/T,var/direction,var/distance) if(!T || !direction || !distance) return var/dest_x = T.x var/dest_y = T.y var/dest_z = T.z if(direction & NORTH) dest_y = min(world.maxy, dest_y+distance) if(direction & SOUTH) dest_y = max(0, dest_y-distance) if(direction & EAST) dest_x = min(world.maxy, dest_x+distance) if(direction & WEST) dest_x = max(0, dest_x-distance) return locate(dest_x,dest_y,dest_z) /var/mob/dview/dview_mob = new //Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant). /proc/dview(var/range = world.view, var/center, var/invis_flags = 0) if(!center) return dview_mob.loc = center dview_mob.see_invisible = invis_flags . = view(range, dview_mob) dview_mob.loc = null /mob/dview invisibility = 101 density = 0 see_in_dark = 1e6 anchored = 1 flags = INVULNERABLE //Gets the Z level datum for this atom's Z level /proc/get_z_level(var/atom/A) var/z if(istype(A, /atom/movable)) var/turf/T = get_turf(A) if(!T) return null z = T.z else z = A.z . = map.zLevels[z] /proc/get_dir_cardinal(var/atom/T1,var/atom/T2) if(!T1 || !T2) return null var/direc = get_dir(T1,T2) if(direc in cardinal) return direc switch(direc) if(NORTHEAST) if((T2.x - T1.x) > (T2.y - T1.y)) return EAST else return NORTH if(SOUTHEAST) if((T2.x - T1.x) > ((T2.y - T1.y)*-1)) return EAST else return SOUTH if(NORTHWEST) if(((T2.x - T1.x)*-1) > (T2.y - T1.y)) return WEST else return NORTH if(SOUTHWEST) if((T2.x - T1.x) > (T2.y - T1.y)) return WEST else return SOUTH else return null /proc/adjustAngle(angle) angle = round(angle) + 45 if(angle > 180) angle -= 180 else angle += 180 if(!angle) angle = 1 /*if(angle < 0) //angle = (round(abs(get_angle(A, user))) + 45) - 90 angle = round(angle) + 45 + 180 else angle = round(angle) + 45*/ return angle /proc/print_runtime(exception/e) world.log << "[time_stamp()] Runtime detected\n[e] at [e.file]:[e.line]\n [e.desc]" /proc/transfer_fingerprints(atom/A,atom/B)//synchronizes the fingerprints between two atoms. Useful when you have two different atoms actually being different states of a same object. if(!A || !B) return B.fingerprints = A.fingerprints B.fingerprintshidden = A.fingerprintshidden B.fingerprintslast = A.fingerprintslast /world/Error(exception/e) print_runtime(e) ..() //Checks if any of the atoms in the turf are dense //Returns 1 is anything is dense, 0 otherwise /turf/proc/has_dense_content() for(var/atom/turf_contents in contents) if(turf_contents.density) return 1 return 0 //Checks if there are any atoms in the turf that aren't system-only (currently only lighting overlays count) //Returns 1 is there's something, 0 if it finds nothing /turf/proc/has_contents() if(!contents.len) return 0 for(var/atom/A in contents) if(!istype(A, /atom/movable/lighting_overlay)) return 0 return 1 //This helper uses the method shown above to clear up the tile's contents, if any, ignoring the lighting overlays (technically all systems contents) //Includes an exception list if you don't want to delete some stuff /turf/proc/clear_contents(var/list/ignore = list()) for(var/atom/turf_contents in contents) if(!istype(turf_contents, /atom/movable/lighting_overlay) && !is_type_in_list(turf_contents, ignore) && !(flags & INVULNERABLE)) qdel(turf_contents) /proc/multinum_display(var/number,var/digits)//multinum_display(42,4) = "0042"; multinum_display(-137,6) = "-000137"; multinum_display(4572,3) = "999" var/result = "" if((digits < 1)) return "0" var/abs = abs(number) if(abs > (10**digits)) for(var/D=0;D= 10; N = N/10) number_digits++ var/additional_digits = digits-number_digits for(var/i=0;i=0;sstep--) if((pointer_x >= west_limit) && (pointer_x <= east_limit) && (pointer_y >= south_limit) && (pointer_y <= north_limit))//are we inside the map's boundaries var/turf/T = locate(x0+pointer_x,y0+pointer_y,z0) spiraled_turfs += T if(draw_red) T.color = "red" if(sstep && ((sstep%segment_length) == 0)) switch(movement_dir)//clockwise spiral if(NORTH) movement_dir = EAST if(EAST) movement_dir = SOUTH if(SOUTH) movement_dir = WEST if(WEST) movement_dir = NORTH if(!segment) segment = 1 else segment = 0 segment_length-- switch(movement_dir) if(NORTH) pointer_y++ if(EAST) pointer_x++ if(SOUTH) pointer_y-- if(WEST) pointer_x-- if(draw_red) sleep(1) else for(var/sstep in 1 to max_steps) if((pointer_x >= west_limit) && (pointer_x <= east_limit) && (pointer_y >= south_limit) && (pointer_y <= north_limit))//are we inside the map's boundaries var/turf/T = locate(x0+pointer_x,y0+pointer_y,z0) spiraled_turfs += T if(draw_red) T.color = "red" switch(movement_dir) if(NORTH) pointer_y++ if(EAST) pointer_x++ if(SOUTH) pointer_y-- if(WEST) pointer_x-- if((sstep%segment_length) == 0) switch(movement_dir)//clockwise spiral if(NORTH) movement_dir = EAST if(EAST) movement_dir = SOUTH if(SOUTH) movement_dir = WEST if(WEST) movement_dir = NORTH if(!segment) segment = 1 else segment = 0 segment_length++ if(draw_red) sleep(1) if(draw_red) sleep(30) for(var/turf/T in spiraled_turfs) T.color = null return spiraled_turfs /proc/get_random_colour(var/simple, var/lower, var/upper) var/colour if(simple) colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF")) else for(var/i=1;i<=3;i++) var/temp_col = "[num2hex(rand(lower,upper))]" if(length(temp_col )<2) temp_col = "0[temp_col]" colour += temp_col return colour //We check if a specific game mode is currently undergoing. //First by checking if it is the current main mode, //Secondly by checking if it is part of a Mixed game mode. //If it exists, we return the game mode's datum. If it doesn't exist, we return null /* Game Mode config tags: "extended" "traitor" "double_agents" "autotraitor" "blob" "changeling" "traitorchan" "cult" "heist" "malfunction" "meteor" "mixed" "nuclear" "revolution" "sandbox" "vampire" "wizard "raginmages"" */ /proc/find_active_mode(var/mode_ctag) var/found_mode = null if(ticker && ticker.mode) if(ticker.mode.config_tag == mode_ctag) found_mode = ticker.mode else if(ticker.mode.name == "mixed") var/datum/game_mode/mixed/mixed_mode = ticker.mode for(var/datum/game_mode/GM in mixed_mode.modes) if(GM.config_tag == mode_ctag) found_mode = GM break return found_mode